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r. (imm)

Mar 13th, 2025
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  1. r = r or {}
  2.  
  3. -- INDOORS NO_MOUNT CAVERN | DARK NO_LIGHTS | NO_MOB NO_FLEE NO_HUNT NO_GATE NO_RECALL | SAFEZONE NO_STEAL NO_BROADCAST | NOT_IN_GAME
  4. r.SETR_FLAGS = {
  5. ["DARK"] = 1, -- You will need a light source to see.
  6. ["NO_FLEE"] = 2, -- Prevents anyone fleeing into this room.
  7. ["NO_MOB"] = 4, -- Mobs will not wander through this room.
  8. ["INDOORS"] = 8, -- Turns off outdoor tick messages, no mounts.
  9. ["ARENA"] = 16, -- arena rooms only! "quit!" raises player.
  10. ["NO_STAB"] = 32, -- Players cannot backstab in these rooms.
  11. ["NOT_IN_GAME"] = 64, -- Use for offices/non-visitable rooms
  12. --[[
  13. NOTE: Teleport and peristrata wont go here, but peri also wont go to
  14. Valkyre or Lyme.
  15. ]]
  16. ["SAFEZONE"] = 128, -- Spells/scrolls/wands work,
  17. -- Push/stealing/aggro mob.
  18. ["NO_GATE"] = 256, -- Portals are impossible to/from this room.
  19. ["NO_BROADCAST"] = 512, -- No broadcasts are transmitted here.
  20. ["NO_HUNT"] = 1024, -- All forms of "hunt" will fail into and out
  21. -- of these rooms. Applies to Hunt, Shadowwalk,
  22. -- Ambush, and Track.
  23. ["LOST"] = 2048, -- ** Undefined ** DO NOT USE **
  24. ["LISTEN"] = 4096, -- Puts rom in arena zone to listen to fights.
  25. ["CHAOS"] = 8192, -- Players may kill each other players at will!
  26. ["UNAPPROVED"] = 16384, -- Room needs to be approved by a level 43+.
  27. ["NO_MOUNT"] = 32768, -- Mobs with spec MOUNT cannot enter.
  28. ["CAVERN"] = 65536, -- Same as indoors, but allows mounts.
  29. ["SPEC"] = 131072, -- Set when the room has a spec (e.g. Boats).
  30. --[[
  31. Used for Old Room Procs. Please use new
  32. room proc format (i.e. ADDPROC / DELPROC)
  33. to add and delete room procs. See
  34. ROOM_PROC for more information.
  35. ]]
  36. ["NO_TMP_OBJS"] = 262144, -- Temp objects are destroyed in these rooms.
  37. ["NO_RECALL"] = 524288, -- Recall / Teleport impossible from here.
  38. ["SALTWATER_FISHING"] = 1048576, -- Player can fish here (must be outside).
  39. ["FRESHWATER_FISHING"] = 2097152, -- Player can fish here too (must be outside).
  40. ["NO_HIDE"] = 4194304, -- Nobody can hide in this room
  41. ["ONLY_LOCAL_COMMS"] = 8388608, -- Only communications within room allowed
  42. -- e.g. say, ask, whisper, query, belch
  43. ["VAULT"] = 16777216, -- Should be marked for all player rooms
  44. -- and vaults.
  45. ["INNKEEPER"] = 33554432, -- Room has an innkeeper. *dont use*
  46. ["AUCTIONEER"] = 67108864, -- Room has an auctioneer. *dont use*
  47. ["GRAVEYARD_NEWB"] = 134217728, -- Room is part of the newbie death code. *dont
  48. -- use*
  49. ["COLISEUM"] = 268435456, -- Room is part of the coliseum.
  50. ["NO_LIGHTS"] = 536870912, -- Room is dark and light objects have no
  51. -- effect.
  52. }
  53.  
  54. r.SETR_FLAGS2 = {
  55. ["NO_MOB_STEAL"] = 1, -- Cannot steal from mobs. Sets HP to 1
  56. ["GUILD_ROOM"] = 2, -- Can level in this room *dont use*
  57. ["OTHERWORLD"] = 4, -- Breeze Special - *dont use*
  58. }
  59.  
  60. -- CITY FIELD FOREST HILLS MOUNTAIN DESERT SWAMP BEACH GARDEN ICE | OCEAN LAKE RIVER
  61. -- CEMETERY DUNGEON OFFICE MANMADE_TUNNEL SEWER MINE TEMPLE THRONE_ROOM LIBRARY TOMB STAIRWAY
  62. -- FLYING | UNDERWATER_OPEN OCEAN_FLOOR LAKE_BOTTOM UNDERWATER_CAVE UNDERWATER_CHANNEL
  63. r.SETR_SECTORS = {
  64. ["INSIDE"] = 0, -- [1] Inside something & underground. ** DO NOT USE **
  65. ["CITY"] = 1, -- [2] Outdoors portions of town
  66. ["FIELD"] = 2, -- [3] Flat, open areas, natural or not
  67. ["FOREST"] = 3, -- [4] Wooded areas
  68. ["HILLS"] = 4, -- [5] Non-flat terrain
  69. ["MOUNTAIN"] = 5, -- [6] Mountainous terrain
  70. ["WATER_SWIM"] = 6, -- [5] Water you can wade in ** DO_NOT_USE **
  71. ["WATER_NOSWIM"] = 7, -- [2] Requires a boat to enter room! ** DO NOT USE **
  72. ["FLYING"] = 8, -- [1] Requires fly spell.
  73. ["UNDERWATER"] = 9, -- [5] Requires waterbreathing spell. ** DO NOT USE **
  74. ["DESERT"] = 10, -- [6] Increases thirst/hunger.
  75. ["SWAMP"] = 11, -- [5] Swamps, muddy areas
  76. ["BEACH"] = 12, -- [2] Beaches
  77. ["GARDEN"] = 13, -- [2] Man-made kept-up gardens and lawns
  78. ["ICE"] = 14, -- [3] Ice pack or snow pack with little else
  79. ["CEMETERY"] = 15, -- [1] Outdoor graveyards
  80. ["OCEAN"] = 16, -- [5] Ocean surface
  81. ["LAKE"] = 17, -- [5] Lake surface
  82. ["RIVER"] = 18, -- [5] River surface
  83. ["UNDERWATER_OPEN"] = 19, -- [5] Underwater, not near the floor ** NEEDS WB **
  84. ["OCEAN_FLOOR"] = 20, -- [5] Bottom of the ocean ** NEEDS WB **
  85. ["LAKE_BOTTOM"] = 21, -- [5] Bottom of a lake, not so deep ** NEEDS WB **
  86. ["UNDERWATER_CAVE"] = 22, -- [5] Submerged natural cave ** NEEDS WB **
  87. ["UNDERWATER_CHANNEL"] = 23, -- [5] Submerged man-made channel ** NEEDS WB **
  88. ["CAVERN"] = 24, -- [3] Natural caves
  89. ["DUNGEON"] = 25, -- [1] Dungeons, prison cells, torture chambers
  90. ["MANMADE_TUNNEL"] = 26, -- [1] Man-made tunnels without any special function
  91. ["SEWER"] = 27, -- [2] Sewers
  92. ["MINE"] = 28, -- [2] Mines
  93. ["DWELLING"] = 29, -- [1] Generic room in a house
  94. ["BEDROOM"] = 30, -- [1] Bedroom
  95. ["LIBRARY"] = 31, -- [1] Library (large or personal) or study
  96. ["LABORATORY"] = 32, -- [1] for wizards, necromancers, or gnomes
  97. ["TEMPLE"] = 33, -- [1] indoor places of worship w/ accoutrements
  98. ["SHOP"] = 34, -- [1] a shop
  99. ["OFFICE"] = 35, -- [1] an office or similarly equipped room
  100. ["KITCHEN"] = 36, -- [1] kitchen
  101. ["ARMORY"] = 37, -- [1] armories, barracks, armor storage room
  102. ["TOMB"] = 38, -- [1] indoor burial place
  103. ["FORGE"] = 39, -- [1] forge or smithy, indoors
  104. ["STORAGE"] = 40, -- [3] closet/storage room, indoors
  105. ["BATH"] = 41, -- [1] bathroom or public bath
  106. ["BOAT"] = 42, -- [1] boat or ship, above or belowdecks
  107. ["RIVERBANK"] = 43, -- [2] on land next to a river, creek, or stream
  108. ["PADDOCK"] = 44, -- [3] animal pens, paddocks, etc
  109. ["THEATER"] = 45, -- [4] ampitheaters, athletic stadia, etc (outdoor buildings, essentially)
  110. ["DINING"] = 46, -- [1] dining rooms, pubs/bars, etc
  111. ["CLASSROOM"] = 47, -- [1] classrooms
  112. ["HALLWAY"] = 48, -- [1] indoor passages
  113. ["HOLLOW TREE"] = 49, -- [2] the interior portion of a hollow tree
  114. ["ROOFTOP"] = 50, -- [2] standing on top of a building
  115. ["DOCK"] = 51, -- [1] a dock
  116. ["RUINS"] = 52, -- [2] aboveground outdoor ruins
  117. ["UNDERWATER_RUINS"] = 53, -- [5] submerged ruins ** NEEDS WB **
  118. ["DUMP"] = 54, -- [2] pile of man-made garbage
  119. ["STAIRWAY"] = 55, -- [3] indoor and outdoor stairways/stairwells (use this also for stairs carved into cliffs, mountains, etc)
  120. ["VOLCANIC"] = 56, -- [6] lava plains, fumaroles, etc
  121. ["VOID"] = 57, -- [1] any room absent of mundane surroundings
  122. ["MOAT"] = 58, -- [2] moat surface ** REQUIRES BOAT **
  123. ["RIVER_BOTTOM"] = 59, -- [5] underwater in river/moat ** NEEDS WB **
  124. ["CLOUD"] = 60, -- [1] walking on solid cloud
  125. ["ICE_CAVE"] = 61, -- [3] caves under the ice
  126. ["THRONE_ROOM"] = 62, -- [1] anything with a throne in it
  127. ["CHARNEL_HOUSE"] = 63, -- [1] abbatoirs, rooms with corpses and parts
  128. ["TREE_CANOPY"] = 64, -- [3] climbing in the treetops
  129. ["MIDAIR_WINDY"] = 65, -- [3] flying inside of tornadoes, hurricanes, etc
  130. ["JUNGLE_RFOREST"] = 66, -- [4] Jungle or rainforest.
  131. ["DEEP_OCEAN"] = 67, -- [8] Deep in the crushing depths of an ocean ** NEEDS WB **
  132. }
  133.  
  134.  
  135. r.DIR_FLAGS = {
  136. ["ISDOOR"] = 1,
  137. ["CLOSED"] = 2,
  138. ["LOCKED"] = 4,
  139. ["NO_MOB"] = 8,
  140. ["INVIS"] = 16,
  141. ["NO_PICK"] = 32,
  142. ["WINDOW"] = 64,
  143.  
  144. }
  145. --[[
  146.  
  147. 1 ISDOOR Required for any opening/closing door.
  148. 2 CLOSED Door is closed (see immh Z_DOOR)...modifier for ISDOOR or
  149. WINDOW.
  150. 4 LOCKED Door is locked (see immh Z_DOOR)...modifier for ISDOOR or
  151. WINDOW.
  152. 8 NO_MOB Mobs can not use this exit (except followers)
  153. 16 INVISIBLE When door is closed the door it is invisible -
  154. (1) look (room) - FAILS
  155. (2) look (direction) - FAILS
  156. (2) search - SUCCESS (only a clue)
  157. (4) bounce (direction) - SUCCESS
  158. (5) scan - N/A
  159. DETECT: Perception, Echolocation
  160. EXAMPLE: A magicians door, An unusual door e.g. a panel in wall
  161. NOTE: As the door is only invisible you can still bounce off the door,
  162. and exit is visible when open
  163. 32 PICKPRF Thieves can't pick the lock when door is locked.
  164. 64 WINDOW You can look through it (see immh WINDOW).
  165. 128 EAT_KEY The door destroys the key upon unlocking.
  166. 256 HIDDEN When door is closed the door is obscured -
  167. (1) look (room) - FAILS
  168. (2) look (direction) - SUCCESS
  169. (3) search - SUCCESS (only a clue)
  170. (4) bounce (direction) - FAILS
  171. (5) scan - N/A
  172. DETECT: Perception, Echolocation, Sixth Sense
  173. EXAMPLE: A wall with seamless door (e.g. moria front door),
  174. or a door that isn't obvious e.g. a hole in a tree or plank in a fence
  175. NOTE: The exit is visible when open
  176. 512 NARROW Nothing weighing more than 50 lbs can squeeze through
  177. 1024 SILENT The door doesn't give open/close/lock/unlock to-room
  178. messages
  179. 2048 NO_SNEAK The door doesn't allow people to sneak through it
  180. 4096 NO_PHASE_DOOR The 'phase door' spell will never use this exit. (It
  181. also won't use locked exits).
  182. 8192 NO_FOLLOWER mobs can't use this exit if they ARE followers.
  183. 16384 NO_SCAN When door is open you can't scan through it
  184. (1) look (room) - FAILS
  185. (2) look (direction) - SUCCESS
  186. (3) search - SUCCESS
  187. (4) bounce (direction) - SUCCESS (wont bounce will enter)
  188. (5) scan - FAILS
  189. DETECT: Perception, Echolocation, Sixth Sense
  190. Example usage: Wall of illusion, vines hanging across entrance, hanging
  191. curtain
  192. NOTE: This flag has no impact on closed doors - SEE INVISIBLE or HIDDEN
  193. 32768 EX_NOZONEKEY Prevents zone keys from working on this door
  194.  
  195.  
  196. NOTE: To close/lock doors you are required to use 'Zone Commands'
  197. these become available at level 42. The door zone command will close
  198. and/or lock it every time the zone is reset. Setting the CLOSED/
  199. LOCKED flags on a door manually is a waste of time unless you only want
  200. a door to be closed at the start of the game.
  201.  
  202. #
  203. ]]
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